forked from: BumpyPlanet
非平面モデルへのバンプマップ生成
ついでに地形のランダム生成
Shader使ってないので初期化が重いです
favoriteありがとう!マウスで光を動かせるようにしてみたよ
// forked from psyark's BumpyPlanet
// 非平面モデルへのバンプマップ生成
// ついでに地形のランダム生成
// Shader使ってないので初期化が重いです
// favoriteありがとう!マウスで光を動かせるようにしてみたよ
package {
import flash.display.*;
import flash.events.Event;
import flash.filters.ColorMatrixFilter;
import flash.geom.*;
import flash.utils.getTimer;
[SWF(width=465,height=465,frameRate=60,backgroundColor=0x000000)]
public class BumpyPlanet extends Sprite {
private var vertices:Vector.<Number> = new Vector.<Number>(0, false);
private var projected:Vector.<Number> = new Vector.<Number>(0, false);
private var indices:Vector.<int> = new Vector.<int>(0, false);
private var uvtData:Vector.<Number> = new Vector.<Number>(0, false);
private var projection:PerspectiveProjection = new PerspectiveProjection();
private var heightMap:BitmapData = new HeightMap(512, 512);
private var normalMap:BitmapData = new NormalMap(heightMap, 0x80, 25);
private var texture:BitmapData = new Texture(heightMap, 0x80);
private var tmp1:BitmapData = new BitmapData(512, 512, false, 0);
private var tmp2:BitmapData = new BitmapData(512, 512, false, 0);
private var world:Matrix3D = new Matrix3D();
private var viewport:Shape = new Shape();
public function BumpyPlanet() {
addChild(new Bitmap(new Space(465, 465)));
viewport.x = viewport.y = 465 / 2;
addChild(viewport);
projection.fieldOfView = 60;
createGeometry();
addEventListener(Event.ENTER_FRAME, enterFrame);
}
private function createGeometry():void {
var radius:Number = 300;
var xDiv:uint = 24;
var yDiv:uint = 16;
for (var y:uint=0; y<=yDiv; y++) {
var yr:Number = y / yDiv;
var cy:Number = Math.cos(yr * Math.PI);
var sy:Number = Math.sin(yr * Math.PI);
for (var x:uint=0; x<=xDiv; x++) {
var xr:Number = x / xDiv;
var cx:Number = Math.cos(xr * Math.PI * 2);
var sx:Number = Math.sin(xr * Math.PI * 2);
vertices.push(cx * sy * radius, cy * radius, sx * sy * radius);
uvtData.push(xr, yr, 0);
if (y < yDiv) {
var i1:uint = y * (xDiv + 1) + x;
var i2:uint = y * (xDiv + 1) + ((x + 1) % (xDiv + 1));
var i3:uint = (y + 1) * (xDiv + 1) + x;
var i4:uint = (y + 1) * (xDiv + 1) + ((x + 1) % (xDiv + 1));
indices.push(i1, i2, i3, i3, i2, i4);
}
}
}
}
private function enterFrame(event:Event):void {
var light:Vector3D = new Vector3D();
light.x = viewport.mouseX / (465 / 2) / Math.SQRT2;
light.y = viewport.mouseY / (465 / 2) / Math.SQRT2;
light.z = Math.sqrt(1 - light.x * light.x - light.y * light.y);
world.identity();
world.appendRotation(getTimer() * -0.03, Vector3D.Y_AXIS);
light = world.transformVector(light);
world.appendRotation(23.4, Vector3D.Z_AXIS);
world.appendRotation(60, Vector3D.Y_AXIS);
world.appendTranslation(0, 0, 1000);
world.append(projection.toMatrix3D());
Utils3D.projectVectors(world, vertices, projected, uvtData);
var lighting:ColorMatrixFilter = new ColorMatrixFilter([
2 * light.x, 2 * light.y, 2 * light.z, 0, (light.x + light.y + light.z) * -0xFF,
2 * light.x, 2 * light.y, 2 * light.z, 0, (light.x + light.y + light.z) * -0xFF,
2 * light.x, 2 * light.y, 2 * light.z, 0, (light.x + light.y + light.z) * -0xFF,
0, 0, 0, 1, 0
]);
tmp1.applyFilter(normalMap, normalMap.rect, normalMap.rect.topLeft, lighting);
tmp2.copyPixels(texture, texture.rect, texture.rect.topLeft);
tmp2.draw(tmp1, null, null, BlendMode.MULTIPLY);
viewport.graphics.clear();
viewport.graphics.beginBitmapFill(tmp2, null, false, true);
viewport.graphics.drawTriangles(projected, indices, uvtData, TriangleCulling.POSITIVE);
}
}
}
import flash.display.BitmapData;
import flash.geom.ColorTransform;
import flash.geom.Vector3D;
import flash.geom.Matrix3D;
class HeightMap extends BitmapData {
public function HeightMap(width:uint, height:uint) {
super(width, height, false, 0);
perlinNoise(80, 120, 10, Math.random() * 100, true, true, 0, true);
colorTransform(rect, new ColorTransform(1.5, 1.5, 1.5, 1, -0x40, -0x40, -0x40));
}
}
class NormalMap extends BitmapData {
public function NormalMap(heightMap:BitmapData, seaHeight:uint, multiplier:Number) {
super(heightMap.width, heightMap.height, false);
var vec:Vector3D = new Vector3D();
var mtx:Matrix3D = new Matrix3D();
for (var y:int=0; y<heightMap.height; y++) {
for (var x:int=0; x<heightMap.width; x++) {
var height:uint = heightMap.getPixel(x, y) & 0xFF;
if (height >= seaHeight) {
vec.x = (height - (heightMap.getPixel((x + 1) % heightMap.width, y) & 0xFF)) / 0xFF * multiplier;
vec.y = (height - (heightMap.getPixel(x, (y + 1) % heightMap.height) & 0xFF)) / 0xFF * multiplier;
} else {
vec.x = vec.y = 0;
}
vec.y *= -1;
vec.z = 0;
if (vec.lengthSquared > 1) {
vec.normalize();
}
vec.z = Math.sqrt(1 - vec.lengthSquared);
mtx.identity();
mtx.appendRotation(y / heightMap.height * 180 - 90, Vector3D.X_AXIS);
mtx.appendRotation(x / heightMap.width * 360, Vector3D.Y_AXIS);
vec = mtx.transformVector(vec);
setPixel(x, y,
(vec.x * 0x7F + 0x80) << 16 |
(vec.y * 0x7F + 0x80) << 8 |
(vec.z * 0x7F + 0x80)
);
}
}
}
}
class Texture extends BitmapData {
public function Texture(heightMap:BitmapData, seaHeight:uint) {
super(heightMap.width, heightMap.height, false, 0x229900);
var paletteR:Array = [];
var paletteG:Array = [];
var paletteB:Array = [];
var r:Number;
for (var i:uint=0; i<256; i++) {
if (i >= seaHeight) {
r = (i - seaHeight) / (256 - seaHeight);
if (r > 0.7) {
paletteR[i] = (0x99 + 0x66 * (r - 0.7) / (1 - 0.7)) << 16;
paletteG[i] = (0x66 + 0x99 * (r - 0.7) / (1 - 0.7)) << 8;
paletteB[i] = (0x00 + 0xFF * (r - 0.7) / (1 - 0.7));
} else if (r > 0.15) {
paletteR[i] = (0x00 + 0x99 * (r - 0.15) / (0.7 - 0.15)) << 16;
paletteG[i] = (0xCC - 0x66 * (r - 0.15) / (0.7 - 0.15)) << 8;
paletteB[i] = (0x00 + 0x00 * (r - 0.15) / (0.7 - 0.15));
} else {
paletteR[i] = (0xCC - 0xCC * r / 0.15) << 16;
paletteG[i] = (0x99 + 0x33 * r / 0.15) << 8;
paletteB[i] = (0x33 - 0x33 * r / 0.15);
}
} else {
r = i / seaHeight;
paletteR[i] = 0;
paletteG[i] = Math.pow(r, 5) * 0x66 << 8;
paletteB[i] = (r * 0.5 + 0.5) * 0xFF;
}
}
paletteMap(heightMap, rect, rect.topLeft, paletteR, paletteG, paletteB);
}
}
class Space extends BitmapData {
public function Space(width:uint, height:uint) {
super(width, height, false);
noise(Math.random() * 256, 0, 255, 7, true);
var a:Number = 20.4;
var b:Number = 0xFF * -20;
colorTransform(rect, new ColorTransform(a, a, a, 1, b, b, b));
}
}